uniform vec2 resolution;
uniform float time;

void main() {
  vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
  float a = time*40.0;
  float d,e,f,g=1.0/40.0,h,i,r,q;
  e=400.0*(p.x*0.5+0.5);
  f=400.0*(p.y*0.5+0.5);
  i=200.0+sin(e*g+a/150.0)*20.0;
  d=200.0+cos(f*g/2.0)*18.0+cos(e*g)*7.0;
  r=sqrt(pow(abs(i-e),2.0)+pow(abs(d-f),2.0));
  q=f/r;
  e=(r*cos(q))-a/2.0;f=(r*sin(q))-a/2.0;
  d=sin(e*g)*176.0+sin(e*g)*164.0+r;
  h=((f+d)+a/2.0)*g;
  i=cos(h+r*p.x/1.3)*(e+e+a)+cos(q*g*6.0)*(r+h/3.0);
  h=sin(f*g)*144.0-sin(e*g)*212.0*p.x;
  h=(h+(f-e)*q+sin(r-(a+h)/7.0)*10.0+i/4.0)*g;
  i+=cos(h*2.3*sin(a/350.0-q))*184.0*sin(q-(r*4.3+a/12.0)*g)+tan(r*g+h)*184.0*cos(r*g+h);
  i=mod(i/5.6,256.0)/64.0;
  if(i<0.0) i+=4.0;
  if(i>=2.0) i=4.0-i;
  d=r/350.0;
  d+=sin(d*d*8.0)*0.52;
  f=(sin(a*g)+1.0)/2.0;
  gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0);
}

